   Date: Tue, 3 Jun 1997 23:44:15 +0100
   From: James <James@jpb-s.demon.co.uk>
Subject: Re: [gworld] Red Death, was Arranists

[snip]
>     Hey, James - get ahold of a first edition book

I wish!  Let's face it the odds are pretty slim.

[snip]

>Well, except for the fact that the RD is just a bunch of really
> screwed-up individuals who are just out to screw with somebody to try to
> make themselves feel more important.

So basically they are pretty much like the typical GW party :-)

Regards,

--- James ---

----------------------------------------------------------------------------

   Date: Tue, 3 Jun 1997 12:59:44 -0400
   From: Reginald Blue <rvb@trsvr.tr.unisys.com>
Subject: [gworld] FW: Forwarded press release

And, for your reading pleasure, this press release...

----------
   From: 	Chris Page
   Sent: 	Tuesday, June 03, 1997 12:05 PM
Subject: 	Forwarded press release

WIZARDS OF THE COAST NEWS RELEASE
FOR IMMEDIATE RELEASE

WIZARDS OF THE COAST COMPLETES ACQUISITION OF TSR INC.

June 3, 1997 (Renton, Wash.)--Wizards of the Coast Inc. today announced the
completion of its acquisition of TSR Inc., finalizing a transaction that
began in April when the two leaders of the adventure gaming industry
announced the signing of a letter of intent. Both companies are privately
held, and financial terms of the deal are not being disclosed. A product
and employee integration plan is currently being developed and details will
be announced at a later date.

Wizards of the Coast is the publisher of the world's best-selling trading
card game, *Magic: The Gathering*(R). Lake Geneva, Wis.-based TSR is the
publisher of the world-renowned adventure game *Dungeons & Dragons*(R).

Peter Adkison, president and CEO of Wizards of the Coast, commented, "I am
personally and professionally thrilled with the finalization of this
agreement. The Dungeons & Dragons legacy has dominated the adventure
roleplaying game category for more than 22 years, and we are thrilled to be
new providers to its enormous worldwide audience."

Founded in 1975, TSR rose to a market leadership position that endures
today with the introduction of Dungeons & Dragons. The internationally
famous game further generated a wide variety of best-selling adventure and
roleplaying games and merchandise, including the _New York Times_
best-selling book series, *Dragonlance*(R). The game Dungeons & Dragons was
featured in an early scene of the 1982 Steven Spielberg hit movie, _E.T.:
The Extra-Terrestrial_.

Wizards of the Coast is a privately held game company that publishes the
world's best-selling trading card game, Magic: The Gathering. Headquartered
outside of Seattle, Wash., in the city of Renton, Wizards of the Coast is
the leading authority on card games and adventure board games, with
top-selling titles such as the *BattleTech*(R) TCG and *RoboRally*(R).
Wizards of the Coast also has international offices in Antwerp, Paris and
London. For more information on Wizards of the Coast, visit the company's
website at <http://www.wizards.com> or its CompuServe forum at <GO WIZARDS>.

WIZARDS OF THE COAST, Magic: The Gathering and RoboRally are registered
trademarks of Wizards of the Coast Inc. Dungeons & Dragons and Dragonlance
are registered trademarks of TSR Inc. BattleTech is a registered trademark
of FASA Corporation. The BattleTech universe is owned by FASA Corporation
and used under license.
=A91997 Wizards of the Coast Inc.

----------------------------------------------------------------------------

   Date: Tue, 3 Jun 1997 11:43:34 -0500
   From: conceptfour@ll.net
Subject: Re: [gworld] campaigns

Hello to the list!

I'm a 30 year old GM who just came back to RPG's after
a long dry spell. Anyone have campaign suggestions/ideas?

The guys I play with are still working thru the hack'n'slash
stages but I'd like to get them started on a longer campaign
with maybe a behind the scenes enemy.

Any suggestions you might have would be greatly appreciated.

Many thanks, tpr

----------------------------------------------------------------------------

   Date: Tue, 03 Jun 1997 08:03:18 -0500
   From: Craig Huber <cshuber@primenet.com>
Subject: Re: [gworld] Espers, a new concept...

Reginald Blue wrote:

> It all came together, however, when I was reading the first Heiro book
> (Heiro's Journey?).
Great pair of books.  Wish he had written more.

> In short, I'm trying to add powers that are somewhere between spells
> and psionics to the character class (Note:  I just read Craig Huber's
> article, and HONEST, I was thinking of this before you posted!  :-).
Yeah, right. (big grin)  Actually, it's been one of my pet peeves with
TSR and GW for a long time.  They issued the game FOUR TIMES: no
cybernetics, no psionics.  Um, is anybody awake in there?

To me, psionics should be a matter of choosing one or more focal powers,
and developing variations on that theme.  Learning a new discipline, or
even a new twist, should take months of practice.  I think of mental
mutations as similar to Wild Talents: powerful, but nearly impossible to
truly master.  Psionic Disciplines, on the other hand...

I'd break disciplines down into 
Precognition:  anachronistic/temporal abilities
Telepathy:     mental force sensitivity
Teleportation: instantaneous movement to/from distance
Telekinesis:   physical force projection
Empathy:       emotional and instinctive sensitivity
Metabolics:    control of bodily functions

With sub-specifications: Projective and Reflective (affects other, or
affects self.)

Most powers should be able to be classified within these categories:
TK Arm: Projective Telekinesis
Levitate Self: Reflective Telekinesis
Strength, Type I: Reflective Telekinesis (TK assist for every movement)
Strength, Type II: Reflective (or Projective) Metabolics/Empathy
(adrenaline boost via Empathic control, focussed into selected
musculature by metabolics)
Clairvoyance: Reflective Teleportation (light from other place is
teleported to eyes)
Clairvoyant Globe: Projective Teleportation (light from other place is
teleported to crystal, which is used to focus image so others can see.)
Time Shift, Self: Reflective Precog/Teleport
Mind Lance: Projective Telepathy (direct shot to pain center, in attempt
to knockout opponent)
Euphorics: Projective Telepathy (direct shot to pleasure center: leaves
target stunned, possibly unconscious, at least _distracted_)
Mind Shield: Reflective Telepathy (defends against mental attack, allows
Esper to attack as well)
Mind Wall: Reflective Telepathy (blocks mind from all external
influences: nothing gets in, precious little gets out)

You get the idea.

My own idea of the way this stuff should work:

Espers should be asked to choose a Primary and Secondary Discipline at
the start of the campaign, and assumed to know 2 "powers" (I've always
liked the term "Psion") from the primary, 1 psion from the secondary. 
Later in life, they can pick up additional Disciplines, as well as
learning and creating new psions, including ones combining concepts.

Psion casting should be fatiguing process.  No "x number of spells per
day" thing, but a subtraction from the esper's mental strength, let's
say.  I'd prefer using something like Power Points, but I don't want to
add another point total to the game, and don't remember exactly how
fourth ed was laid out (I WISH I could find my Fourth Edition
rulebook!!!!!!)

I would definitely make psions less powerful than mutations of the same
cloth, though.  The best Esper using his most powerful discipline at
full strength should equate to an average first level mutant with that
power, in my opinion.  Of course, the Esper will probably be more
creative, and should definitely have more flexibility.

A comment regarding the Sleep spell dilemma: have it affect "X" hit
points worth of creatures, and make the total equal to about 4
low-average first level characters (200?).  This would have the
(desirable, to me) side effect of making injured characters easier to
send into dreamland... Allow higher level characters to multiply their
hit points by their level, or some such.  Or just dump the "fourth level
limit" rule altogether.  It's a psion, not a spell.

Also, in 1st ed. AD&D, creatures used hit dice, but characters used
levels.  For example, Rangers didn't get an immunity to sleep at 4th
because they had 2 hit dice to roll at first level.

Sorry about the delay, by the way.  I run about 2-3 days behind schedule
as far as I can tell: I got messages apparently sent Saturday on Monday
night.

Am I on track here?  Should I call the nice men in white with the pretty
white straitjacket to take me away?  Feedback appreciated.

Later!

Craig

----------------------------------------------------------------------------

   Date: Tue, 03 Jun 1997 07:10:51 -0500
   From: Craig Huber <cshuber@primenet.com>
Subject: Re: [gworld] New GW site: Impressions of GW over time...

James wrote:
> 
> Hello Craig,
> 
> Thanks for your comments, its just the kind of thing
> I was looking for. They'll find their way up to my web pages
> when I next update it.
> 
> However I do have a couple of further queries you might
> be able to help with.
> 
> Was GW always a mutated animal/plant setting?
Yes and no.  First Edition had Pure Strain Humans, Mutated Humans, and
Mutated Animals, no plants.  Second Edition added rules (well, mutations
at least) for Mutated Plants as NPCs.

> Were there always the Cryptic Alliances?
Oh, yeah.  They've changed precious little over time: even First Edition
had all the old faves: Knights of Genetic Purity, Friends of Entropy
(Red Death), Ranks of the Fit, etc.

>
> Where does the Starship Warden/Metamorphosis Alpha
>  fit in? I know it eventually turned up as an Amazing Engine
> supplement, but was it not also a game that preceded GW?
Never actually picked up this game: came and went while I was focussed
on AD&D (hey, as a young high schooler, discretionary funds are limited,
you know?)  I would LOVE to get my hands on a copy, though....

My understanding is (see Reginald Blue's messages for more detail) that
it was essentially GW on a generation ship.

>
> BTW, if you feel the let down by the 4th ed skill system
> (who doesn't?), I really to encourage you to try Kerry's
> AD&D ported skill system. It is really easy to incorporate
> and it makes a big difference.
Where would I find it?  In previous posts?  I've ported some of my
SpaceMaster and Third Edition GW work, but since I can't find anyone
around here willing to play, it's all academic, anyway.
